My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Mediocre

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Electro Wizard Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tesla Electro Wizard Inferno Dragon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Elite Barbarians Hog Rider

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Elite Barbarians Hog Rider Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Elite Barbarians Hog Rider Inferno Dragon
Giant Snowball
Hog Rider Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Knight Tesla Elite Barbarians Electro Wizard
The Log
Elite Barbarians Hog Rider
Earthquake
Tesla Hog Rider
Arrows
Royal Delivery
Knight Elite Barbarians Hog Rider Electro Wizard Inferno Dragon
Fireball
Tesla Elite Barbarians Hog Rider Electro Wizard Inferno Dragon
Poison
Electro Wizard
Lightning
Knight Tesla Elite Barbarians Electro Wizard Inferno Dragon
Rocket
Elite Barbarians Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap The Log Knight Tesla Hog Rider Electro Wizard Inferno Dragon Elite Barbarians

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Zap The Log Knight Tesla

Attack Synergies 5 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Elite Barbarians Hog Rider Electro Wizard Knight The Log
Knight
Hog Rider Zap Elite Barbarians The Log Electro Wizard
Tesla
Elite Barbarians
Zap Knight Hog Rider The Log
Hog Rider
Zap Knight The Log Elite Barbarians Electro Wizard
The Log
Hog Rider Zap Knight Elite Barbarians
Electro Wizard
Zap Knight Hog Rider
Inferno Dragon

Defense Synergies 4 12

Zap
Electro Wizard Knight Tesla Elite Barbarians The Log Inferno Dragon
Knight
Tesla Electro Wizard Zap The Log
Tesla
Knight The Log Zap Electro Wizard Inferno Dragon
Elite Barbarians
Zap The Log
Hog Rider
The Log
Tesla Zap Knight Elite Barbarians Electro Wizard Inferno Dragon
Electro Wizard
Zap Knight Tesla The Log Inferno Dragon
Inferno Dragon
Zap Tesla The Log Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Knight Tesla The Log Electro Wizard
Elite Barbarians Inferno Dragon Zap Knight Tesla The Log Electro Wizard
Tesla Knight Elite Barbarians Electro Wizard Inferno Dragon
Tesla Elite Barbarians Inferno Dragon Knight Electro Wizard
Elite Barbarians The Log
The Log Zap Tesla Electro Wizard
Tesla Electro Wizard Inferno Dragon Zap
Zap Tesla The Log Electro Wizard
Tesla Inferno Dragon Elite Barbarians
Knight Elite Barbarians Tesla Electro Wizard
Electro Wizard Zap Knight Tesla The Log
Tesla Inferno Dragon Zap Electro Wizard
Tesla Zap Knight Elite Barbarians The Log Electro Wizard
Zap Tesla The Log Electro Wizard
Elite Barbarians Inferno Dragon Knight Tesla Electro Wizard
Zap Tesla Elite Barbarians The Log Electro Wizard Inferno Dragon
Tesla Knight Elite Barbarians Electro Wizard
Tesla Zap Knight Elite Barbarians The Log Electro Wizard
Zap The Log Knight Tesla Electro Wizard Inferno Dragon
Tesla Elite Barbarians Electro Wizard Inferno Dragon
Knight Tesla Elite Barbarians The Log Electro Wizard
Tesla Inferno Dragon

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Zap Tesla Elite Barbarians Electro Wizard
Electro Wizard Zap Knight Tesla Elite Barbarians The Log Inferno Dragon
Zap Knight Elite Barbarians The Log Electro Wizard
Zap Knight Tesla Elite Barbarians The Log Electro Wizard
Knight Tesla Elite Barbarians Inferno Dragon
Zap Tesla Electro Wizard
Knight Tesla Elite Barbarians Electro Wizard
Knight Tesla Elite Barbarians Inferno Dragon
Zap Electro Wizard Knight Elite Barbarians The Log Inferno Dragon
Tesla Inferno Dragon
Inferno Dragon Knight Tesla Elite Barbarians
Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians Knight Tesla
Tesla
Tesla Elite Barbarians Electro Wizard Zap Knight The Log Inferno Dragon
Zap Tesla Elite Barbarians The Log Electro Wizard Inferno Dragon
Zap Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight The Log
Zap The Log Electro Wizard
The Log
Knight The Log
Zap The Log
Zap
The Log
The Log Zap
The Log Zap
Elite Barbarians Electro Wizard
Zap Knight The Log Electro Wizard
Zap
Knight Elite Barbarians The Log
Zap Elite Barbarians The Log
Zap The Log
The Log
Zap The Log Electro Wizard
Zap The Log
The Log
The Log
Zap The Log
Zap The Log
Inferno Dragon
The Log Zap Electro Wizard
Zap The Log
Zap The Log
Elite Barbarians Zap Electro Wizard
Zap Electro Wizard
Elite Barbarians
Zap The Log
Zap Electro Wizard
The Log
Zap Electro Wizard
Zap Electro Wizard
The Log
Knight Electro Wizard
The Log Zap
Zap
Elite Barbarians
Zap Elite Barbarians The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard
Inferno Dragon

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